veloren/common/src/states/music.rs
2022-10-27 20:06:26 -04:00

97 lines
3.2 KiB
Rust

use crate::{
comp::{character_state::OutputEvents, CharacterState, Melee, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long the state is playing for
pub play_duration: Duration,
/// Adjusts turning rate during the attack
pub ori_modifier: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, self.static_data.ori_modifier, None);
handle_move(data, &mut update, 0.7);
handle_jump(data, output_events, &mut update, 1.0);
match self.stage_section {
StageSection::Action => {
if !self.exhausted {
update.character = CharacterState::Music(Data {
timer: Duration::default(),
exhausted: true,
..*self
});
} else if self.timer < self.static_data.play_duration {
// Play
update.character = CharacterState::Music(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, output_events, &mut update);
} else {
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_dodge_input(data, &mut update);
}
update
}
}
fn reset_state(
data: &Data,
join: &JoinData,
output_events: &mut OutputEvents,
update: &mut StateUpdate,
) {
handle_input(
join,
output_events,
update,
data.static_data.ability_info.input,
);
}